When I use
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth,checkImageHeight, 0, GL_RGBA,GL_UNSIGNED_INT,checkImage); instead of
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2UI, checkImageWidth,checkImageHeight, 0, GL_RGBA_INTEGER,GL_UNSIGNED_INT_10_10_10_2,RGB10A2 UIImage); , I got the right texture reslut, it shows a check image on the window.
When I use
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2UI, checkImageWidth,checkImageHeight, 0, GL_RGBA_INTEGER,GL_UNSIGNED_INT_10_10_10_2,RGB10A2 UIImage); ,although the demo reports "no error", I've got a white texture on the window.
so I am a little baffled why the demo can't give the right texture result.

kyle_

05-28-2012, 06:14 AM

Integer textures are useless in fixed function. You need to upgrade to GLSL to make use of them.

thokra

05-29-2012, 04:11 AM

Please don't open a new thread when your old thread, concerning the exact same thing, is not even two weeks old: http://www.opengl.org/discussion_boards/showthread.php/177722-How-to-use-GL_RGB10_A2UI-in-OpenGL3-3-or-later?goto=newpost

V-man

05-29-2012, 01:00 PM

Didn't you say you were using GL 3.3 in your other thread? You should be using shaders for ALL rendering.

season

05-29-2012, 08:10 PM

Please don't open a new thread when your old thread, concerning the exact same thing, is not even two weeks old: http://www.opengl.org/discussion_boards/showthread.php/177722-How-to-use-GL_RGB10_A2UI-in-OpenGL3-3-or-later?goto=newpost
ok,got it!